I started off thinking these were too powerful, but the more I look at them, the more reasonable they seem.
Let's consider the impact by class:
Barbarian: Unlikely, but a weird high-Int build might be possible. He could be really Intimidating, which I can't fault.
Bard: A high-Int bard would have lots of skill points. LOTS. Probably too many to really use effectively, is my sense of it. He still needs a Charisma of 10 + spell level for his spells, so it doesn't entirely become a dump stat. His Bardic Knowledge would be fearsome.
Cleric: Doesn't really benefit much from this. Won't help his Turn Undead abilities, I don't think.
Druid: Not much help here, either. (As an aside, I'm not entirely sure this feat should apply to Handle Animal (Cha), but it's such a minor point that it might not be worth special-casing.) I think it helps his Wild Empathy ("this ability functions just like a Diplomacy check") although some clarification wouldn't hurt.
Fighter: Not much help. Note they're not valid as fighter bonus feats.
Monk: Not much help.
Paladin: Won't help his Divine Grace or his Laying On of Hands. It could help him get the skill points to be really Diplomatic and such, which sounds alright.
Ranger: Might help him get the Whole Lotta Skill Points, but I think there's some diminishing returns in practice. Like the Druid, it may help his Wild Empathy.
Rogue: A Charisma-dumped rogue would be more viable. He'd have a fistful of skill points. Relatively-obscure skills like Forgery might see some purchase.
Sorcerer: He still needs Charisma to qualify to cast his spells, so I'd be surprised if a sorcerer would consider this feat.
Wizard: A wizard could become much more social. And he could bulk up on UMD, which I think has some potential.
In the scheme of the party:
The main talker is still as likely as not to be the bard with his high Charisma score. Without a bard, it might still fall to the high-Charisma sorcerer or paladin.
If the party has none of those classes represented, or they're built to be anti-social, a wizard might be persuaded to spend a precious feat on this. Or he could serve as the backup spokesperson in emergencies. If a party realizes that they really need someone who can talk to other people, they can buy that capability with this, without needed to drastically re-engineer an existing character or bringing in a new character.
A reasonable use might be to build a wizard cohort with this feat. This may let some parties treat chatty encounters as NPC-on-NPC, which I can see as appealing to certain groups.
All in all, I wouldn't hesitate to let one of my players take one or both of these feats if he really wanted to, although I'd be surprised.
Cheers,
Roger